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ModelRendererMesh.cpp from Scorched 3D at Krugle


Show ModelRendererMesh.cpp syntax highlighted

////////////////////////////////////////////////////////////////////////////////
//    Scorched3D (c) 2000-2004
//
//    This file is part of Scorched3D.
//
//    Scorched3D is free software; you can redistribute it and/or modify
//    it under the terms of the GNU General Public License as published by
//    the Free Software Foundation; either version 2 of the License, or
//    (at your option) any later version.
//
//    Scorched3D is distributed in the hope that it will be useful,
//    but WITHOUT ANY WARRANTY; without even the implied warranty of
//    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
//    GNU General Public License for more details.
//
//    You should have received a copy of the GNU General Public License
//    along with Scorched3D; if not, write to the Free Software
//    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
////////////////////////////////////////////////////////////////////////////////

#include <graph/ModelRendererMesh.h>
#include <graph/OptionsDisplay.h>
#include <graph/TextureStore.h>
#include <3dsparse/ModelMaths.h>
#include <GLEXT/GLStateExtension.h>
#include <GLEXT/GLTexture.h>
#include <GLEXT/GLInfo.h>

ModelRendererMesh::ModelRendererMesh(Model *model) : 
	model_(model)
{
	setup();
}

ModelRendererMesh::~ModelRendererMesh()
{
	while (!boneTypes_.empty())
	{
		BoneType *type = boneTypes_.back();
		boneTypes_.pop_back();
		delete type;
	}
	while (!meshInfos_.empty())
	{
		MeshInfo info = meshInfos_.back();
		meshInfos_.pop_back();

		while (!info.frameInfos_.empty())
		{
			MeshFrameInfo frameInfo = info.frameInfos_.back();
			info.frameInfos_.pop_back();
			if (frameInfo.displayList != 0)
			{
				glDeleteLists(frameInfo.displayList, 1);
			}
		}
	}
}

void ModelRendererMesh::setup()
{
	std::vector<BoneType *> &baseTypes = model_->getBaseBoneTypes();
	std::vector<BoneType *>::iterator itor;
	for (itor = baseTypes.begin();
		itor != baseTypes.end();
		itor++)
	{
		boneTypes_.push_back(new BoneType(*(*itor)));
	}

	MeshInfo info;
	MeshFrameInfo frameInfo;
	for (int f=0; f<=model_->getTotalFrames(); f++)
	{
		info.frameInfos_.push_back(frameInfo);
	}
	
	for (unsigned int m=0; m<model_->getMeshes().size(); m++)
	{
		meshInfos_.push_back(info);
	}
}

void ModelRendererMesh::drawBottomAligned(float currentFrame, 
	float distance, float fade)
{
	glPushMatrix();
		glTranslatef(0.0f, 0.0f, -model_->getMin()[2]);
		draw(currentFrame, distance, fade);
	glPopMatrix();
}

void ModelRendererMesh::draw(float currentFrame, 
	float distance, float fade)
{
	// Set transparency on
	GLState glstate(GLState::BLEND_ON | GLState::ALPHATEST_ON);

	// Fade the model (make it transparent)
	bool useBlendColor = (GLStateExtension::hasBlendColor() && fade < 1.0f);
	if (useBlendColor)
	{
		fade = MIN(1.0f, MAX(fade, 0.2f));
		glBlendColorEXT(0.0f, 0.0f, 0.0f, fade);
		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA_EXT);
	}

	// Draw the model
	for (unsigned int m=0; m<model_->getMeshes().size(); m++)
	{
		Mesh *mesh = model_->getMeshes()[m];
		drawMesh(m, mesh, currentFrame);
	}

	// Turn off fading
	if (useBlendColor)
	{
		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	}
}

void ModelRendererMesh::drawMesh(unsigned int m, Mesh *mesh, float currentFrame)
{
	MeshInfo &meshInfo = meshInfos_[m];

	bool useTextures =
		(!OptionsDisplay::instance()->getNoSkins() &&
		mesh->getTextureName()[0]);
	unsigned state = GLState::TEXTURE_OFF;
	if (useTextures)
	{
		state = GLState::TEXTURE_ON;
		if (!meshInfo.texture)
		{
			meshInfo.texture = 
				TextureStore::instance()->loadTexture(
 					mesh->getTextureName(), mesh->getATextureName());
		}
		if (meshInfo.texture) meshInfo.texture->draw();
		
		if (mesh->getSphereMap())
		{
			state |= GLState::NORMALIZE_ON;

			glEnable(GL_TEXTURE_GEN_S);						
			glEnable(GL_TEXTURE_GEN_T);	
			glEnable(GL_TEXTURE_GEN_R);
			glTexGenf(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
			glTexGenf(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
			glTexGenf(GL_R, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
		}
	}
	bool vertexLighting = OptionsDisplay::instance()->getNoModelLighting();
	if (!vertexLighting)
	{
		state |= 
			GLState::NORMALIZE_ON | 
			GLState::LIGHTING_ON | 
			GLState::LIGHT1_ON;

		if (useTextures)
		{
			glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mesh->getAmbientColor());
			glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mesh->getDiffuseColor());
			glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mesh->getSpecularColor());
			glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, mesh->getEmissiveColor());
			glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, mesh->getShininessColor());
		}
		else
		{
			glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mesh->getAmbientNoTexColor());
			glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mesh->getDiffuseNoTexColor());
			glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mesh->getSpecularNoTexColor());
			glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, mesh->getEmissiveNoTexColor());
			glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, mesh->getShininessColor());
		}
	}

	// Get the current frame for the animation
	// If we have no bones, when we only have one frame
	int frame = model_->getStartFrame();
	if (mesh->getReferencesBones())
	{
		// If we have bones, make sure the frame falls within the accepted bounds
		if (model_->getTotalFrames() > 1)
		{
			frame = int(currentFrame) % model_->getTotalFrames();
			if (frame < 0) frame = 0;
		}
	}

	GLState glState(state);
	{
		int frameNo = frame;
		DIALOG_ASSERT(frameNo >= 0 && frameNo < (int) meshInfo.frameInfos_.size());
		
		unsigned int lastState = meshInfo.frameInfos_[frameNo].lastCachedState;
		unsigned int displayList = meshInfo.frameInfos_[frameNo].displayList;
		if (lastState != state)
		{
			if (displayList != 0)
			{
				glDeleteLists(displayList, 1);
				displayList = 0;
			}
			meshInfo.frameInfos_[frameNo].lastCachedState = state;
		}

		if (!displayList)
		{
			glNewList(displayList = glGenLists(1), GL_COMPILE);
				drawVerts(m, mesh, vertexLighting, frame);
			glEndList();

			meshInfo.frameInfos_[frameNo].displayList = displayList;
		}

		glCallList(displayList);
		GLInfo::addNoTriangles((int) mesh->getFaces().size());
	}

	if (useTextures)
	{
		if (mesh->getSphereMap())
		{
			glDisable(GL_TEXTURE_GEN_S);						
			glDisable(GL_TEXTURE_GEN_T);	
			glDisable(GL_TEXTURE_GEN_R);
		}
	}
}

void ModelRendererMesh::drawVerts(unsigned int m, Mesh *mesh, bool vertexLighting, int frame)
{
	// Move the bones into position
	for (unsigned int b=0; b<boneTypes_.size(); b++)
	{
		Bone *bone = model_->getBones()[b];
		BoneType *type = boneTypes_[b];

		unsigned int posKeys = bone->getPositionKeys().size();
		unsigned int rotKeys = bone->getRotationKeys().size();
		if (posKeys == 0 && rotKeys == 0)
		{
			memcpy(type->final_, type->absolute_, sizeof(BoneMatrixType));
			continue;
		}

		BoneMatrixType m;
		bone->getRotationAtTime(float(frame), m);
				
		Vector &pos = bone->getPositionAtTime(float(frame));
		m[0][3] = pos[0];
		m[1][3] = pos[1];
		m[2][3] = pos[2];

		ModelMaths::concatTransforms(type->relative_, m, type->relativeFinal_);
		if (type->parent_ == -1)
		{
			memcpy(type->final_, type->relativeFinal_, sizeof(BoneMatrixType));
		}
		else
		{
			BoneType *parent = boneTypes_[type->parent_];
			ModelMaths::concatTransforms(parent->final_, type->relativeFinal_, type->final_);
		}
	}

	// Draw the vertices
	Vector vec;
	glBegin(GL_TRIANGLES);

	int faceVerts[3];
	
	std::vector<Face *>::iterator itor;
	for (itor = mesh->getFaces().begin();
		itor != mesh->getFaces().end();
		itor++)
	{
		Face *face = *itor;

		for (int i=0; i<3; i++)
		{
			int index = face->v[i];
			faceVerts[i] = index;
		}
		
		if (faceVerts[0] != faceVerts[1] &&
			faceVerts[1] != faceVerts[2] &&
			faceVerts[0] != faceVerts[2])
		{
			GLInfo::addNoTriangles(1);
			for (int i=0; i<3; i++)
			{
				Vertex *vertex = mesh->getVertex(faceVerts[i]);

				if (vertexLighting)
				{
					if (GLState::getState() & GLState::TEXTURE_OFF) 
					{
						glColor3f(
							mesh->getDiffuseNoTexColor()[0] * vertex->lightintense[0],
							mesh->getDiffuseNoTexColor()[1] * vertex->lightintense[1],
							mesh->getDiffuseNoTexColor()[2] * vertex->lightintense[2]);
					}
					else
					{
						glColor3fv(vertex->lightintense);
					}
				}

				glTexCoord2f(face->tcoord[i][0], face->tcoord[i][1]);
				glNormal3fv(face->normal[i]);

				if (vertex->boneIndex != -1)
				{
					BoneType *type = boneTypes_[vertex->boneIndex];

					// Note: Translation of MS to S3D coords
					Vector newPos, newVec;
					newPos[0] = vertex->position[0];
					newPos[1] = vertex->position[2];
					newPos[2] = vertex->position[1];

					ModelMaths::vectorRotate(newPos, type->final_, newVec);
					vec[0] = newVec[0];
					vec[1] = newVec[2];
					vec[2] = newVec[1];

					vec[0] += type->final_[0][3] + vertexTranslation_[0];
					vec[1] += type->final_[2][3] + vertexTranslation_[1];
					vec[2] += type->final_[1][3] + vertexTranslation_[2];
					
				}
				else
				{
					vec[0] = vertex->position[0] + vertexTranslation_[0];
					vec[1] = vertex->position[1] + vertexTranslation_[1];
					vec[2] = vertex->position[2] + vertexTranslation_[2];
				}

				glVertex3fv(vec);
			}
		}
	}
	glEnd();
}




See more files for this project here

Scorched 3D

Scorched3D is a 3D remake of the popular 2D artillery game Scorched Earth.\r\nScorched3D can be played against the computer, other players and remotely across the internet or LAN.

Project homepage: http://sourceforge.net/projects/scorched3d
Programming language(s): C,C++,XML
License: gpl2

  Display.cpp
  Display.h
  FrameLimiter.cpp
  FrameLimiter.h
  FrameTimer.cpp
  FrameTimer.h
  GLSetup.cpp
  GLSetup.h
  Gamma.cpp
  Gamma.h
  ImageStore.cpp
  ImageStore.h
  Main2DCamera.cpp
  Main2DCamera.h
  MainCamera.cpp
  MainCamera.h
  ModelRenderer.cpp
  ModelRenderer.h
  ModelRendererMesh.cpp
  ModelRendererMesh.h
  ModelRendererSimulator.cpp
  ModelRendererSimulator.h
  ModelRendererStore.cpp
  ModelRendererStore.h
  ModelRendererTree.cpp
  ModelRendererTree.h
  Mouse.cpp
  Mouse.h
  OptionsDisplay.cpp
  OptionsDisplay.h
  OptionsDisplayConsole.cpp
  OptionsDisplayConsole.h
  Particle.cpp
  Particle.h
  ParticleEmitter.cpp
  ParticleEmitter.h
  ParticleEngine.cpp
  ParticleEngine.h
  ParticleRenderer.cpp
  ParticleRenderer.h
  ShotCountDown.cpp
  ShotCountDown.h
  SoftwareMouse.cpp
  SoftwareMouse.h
  SpeedChange.cpp
  SpeedChange.h
  TargetCamera.cpp
  TargetCamera.h
  TextureStore.cpp
  TextureStore.h
  TutorialFile.cpp
  TutorialFile.h